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- module BABYLON {
- export class SolidParticleSystem implements IDisposable {
- // public members
- public particles = new Array<SolidParticle>();
- public nbParticles = 0;
- public billboard = false;
- public counter = 0;
- public name: string;
- public mesh: Mesh;
-
- // private members
- private _scene: Scene;
- private _positions = new Array<number>();
- private _indices = new Array<number>();
- private _normals = new Array<number>();
- private _colors = new Array<number>();
- private _uvs = new Array<number>();
- private _index = 0; // indices index
- private _shapeCounter = 0;
- private _setParticleColor = true;
- private _setParticleTexture = true;
- private _setParticleRotation = true;
- private _setParticleVertex = false;
- private _cam_axisZ = Vector3.Zero();
- private _cam_axisY = Vector3.Zero();
- private _cam_axisX = Vector3.Zero();
- private _axisX = Axis.X;
- private _axisY = Axis.Y;
- private _axisZ = Axis.Z;
- private _camera: Camera;
- private _particle: SolidParticle;
- private _previousParticle: SolidParticle;
- private _fakeCamPos = Vector3.Zero();
- private _rotMatrix = new Matrix();
- private _invertedMatrix = new Matrix();
- private _rotated = Vector3.Zero();
- private _quaternion = new Quaternion();
- private _vertex = Vector3.Zero();
- private _yaw = 0.0;
- private _pitch = 0.0;
- private _roll = 0.0;
- private _halfroll = 0.0;
- private _halfpitch = 0.0;
- private _halfyaw = 0.0;
- private _sinRoll = 0.0;
- private _cosRoll = 0.0;
- private _sinPitch = 0.0;
- private _cosPitch = 0.0;
- private _sinYaw = 0.0;
- private _cosYaw = 0.0;
- constructor(name: string, scene: Scene) {
- this.name = name;
- this._scene = scene;
- this._camera = scene.activeCamera;
- }
- // build the SPS mesh : returns the mesh
- public buildMesh(): Mesh {
- if (this.nbParticles === 0) {
- var triangle = MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
- this.addShape(triangle, 1);
- triangle.dispose();
- }
- VertexData.ComputeNormals(this._positions, this._indices, this._normals);
- var vertexData = new VertexData();
- vertexData.positions = this._positions;
- vertexData.indices = this._indices;
- vertexData.normals = this._normals;
- if (this._uvs) {
- vertexData.uvs = this._uvs;
- }
- if (this._colors) {
- vertexData.colors = this._colors;
- }
- var mesh = new Mesh(name, this._scene);
- vertexData.applyToMesh(mesh, true);
- this.mesh = mesh;
- return mesh;
- }
- // _meshBuilder : inserts the shape model in the global SPS mesh
- private _meshBuilder(p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors): void {
- var i;
- var u = 0;
- var c = 0;
- for (i = 0; i < shape.length; i++) {
- positions.push(shape[i].x, shape[i].y, shape[i].z);
- if (meshUV) {
- uvs.push(meshUV[u], meshUV[u + 1]);
- u += 2;
- }
- if (meshCol) {
- colors.push(meshCol[c] || 1, meshCol[c + 1] || 1, meshCol[c + 2] || 1, meshCol[c + 3] || 1);
- c += 4;
- } else {
- colors.push(1, 1, 1, 1);
- }
- }
- for (i = 0; i < meshInd.length; i++) {
- indices.push(p + meshInd[i]);
- }
- }
- // returns a shape array from positions array
- private _posToShape(positions): Vector3[] {
- var shape = [];
- for (var i = 0; i < positions.length; i += 3) {
- shape.push(new Vector3(positions[i], positions[i + 1], positions[i + 2]));
- }
- return shape;
- }
- // returns a shapeUV array from a Vector4 uvs
- private _uvsToShapeUV(uvs): number[] {
- var shapeUV = [];
- if (uvs) {
- for (var i = 0; i < uvs.length; i++)
- shapeUV.push(uvs[i]);
- }
- return shapeUV;
- }
- // adds a new particle object in the particles array and double links the particle (next/previous)
- private _addParticle(p: number, idxpos: number, shape: Vector3[], shapeUV: number[], shapeId: number): void {
- this._particle = new SolidParticle(p, idxpos, shape, shapeUV, shapeId);
- this.particles.push(this._particle);
- this._particle.previous = this._previousParticle;
- if (this._previousParticle) {
- this._previousParticle.next = this._particle;
- }
- this._previousParticle = this._particle;
- }
- // add solid particles from a shape model in the particles array
- public addShape(mesh: Mesh, nb: number): number {
- var meshPos = mesh.getVerticesData(VertexBuffer.PositionKind);
- var meshInd = mesh.getIndices();
- var meshUV = mesh.getVerticesData(VertexBuffer.UVKind);
- var meshCol = mesh.getVerticesData(VertexBuffer.ColorKind);
- var shape = this._posToShape(meshPos);
- var shapeUV = this._uvsToShapeUV(meshUV);
- // particles
- for (var i = 0; i < nb; i++) {
- this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors);
- this._addParticle(this.nbParticles + i, this._positions.length, shape, shapeUV, this._shapeCounter);
- this._index += shape.length;
- }
- this.nbParticles += nb;
- this._shapeCounter++;
- return this._shapeCounter;
- }
- // resets a particle back to its just built status
- public resetParticle(particle: SolidParticle): void {
- for (var pt = 0; pt < particle._shape.length; pt++) {
- this._positions[particle._pos + pt * 3] = particle._shape[pt].x;
- this._positions[particle._pos + pt * 3 + 1] = particle._shape[pt].y;
- this._positions[particle._pos + pt * 3 + 2] = particle._shape[pt].z;
- }
- }
- // sets all the particles
- public setParticles(start: number = 0, end: number = this.nbParticles - 1, update: boolean = true): void {
- // custom beforeUpdate
- this.beforeUpdateParticles(start, end, update);
- this._cam_axisX.x = 1;
- this._cam_axisX.y = 0;
- this._cam_axisX.z = 0;
- this._cam_axisY.x = 0;
- this._cam_axisY.y = 1;
- this._cam_axisY.z = 0;
- this._cam_axisZ.x = 0;
- this._cam_axisZ.y = 0;
- this._cam_axisZ.z = 1;
- // if the particles will always face the camera
- if (this.billboard) {
- // compute a fake camera position : un-rotate the camera position by the current mesh rotation
- this._yaw = this.mesh.rotation.y;
- this._pitch = this.mesh.rotation.x;
- this._roll = this.mesh.rotation.z;
- this._quaternionRotationYPR();
- this._quaternionToRotationMatrix();
- this._rotMatrix.invertToRef(this._invertedMatrix);
- Vector3.TransformCoordinatesToRef(this._camera.globalPosition, this._invertedMatrix, this._fakeCamPos);
- // set two orthogonal vectors (_cam_axisX and and _cam_axisY) to the cam-mesh axis (_cam_axisZ)
- (this._fakeCamPos).subtractToRef(this.mesh.position, this._cam_axisZ);
- Vector3.CrossToRef(this._cam_axisZ, this._axisX, this._cam_axisY);
- Vector3.CrossToRef(this._cam_axisZ, this._cam_axisY, this._cam_axisX);
- this._cam_axisY.normalize();
- this._cam_axisX.normalize();
- this._cam_axisZ.normalize();
- }
- Matrix.IdentityToRef(this._rotMatrix);
- var idx = 0;
- var index = 0;
- var colidx = 0;
- var colorIndex = 0;
- var uvidx = 0;
- var uvIndex = 0;
- // particle loop
- for (var p = start; p <= end; p++) {
- this._particle = this.particles[p];
- // call to custom user function to update the particle properties
- this.updateParticle(this._particle);
- // particle rotation matrix
- if (this.billboard) {
- this._particle.rotation.x = 0.0;
- this._particle.rotation.y = 0.0;
- }
- if (this._setParticleRotation) {
- if (this._particle.quaternion) {
- this._quaternion.x = this._particle.quaternion.x;
- this._quaternion.y = this._particle.quaternion.y;
- this._quaternion.z = this._particle.quaternion.z;
- this._quaternion.w = this._particle.quaternion.w;
- } else {
- this._yaw = this._particle.rotation.y;
- this._pitch = this._particle.rotation.x;
- this._roll = this._particle.rotation.z;
- this._quaternionRotationYPR();
- }
- this._quaternionToRotationMatrix();
- }
- for (var pt = 0; pt < this._particle._shape.length; pt++) {
- idx = index + pt * 3;
- colidx = colorIndex + pt * 4;
- uvidx = uvIndex + pt * 2;
- this._vertex.x = this._particle._shape[pt].x;
- this._vertex.y = this._particle._shape[pt].y;
- this._vertex.z = this._particle._shape[pt].z;
- if (this._setParticleVertex) {
- this.updateParticleVertex(this._particle, this._vertex, pt);
- }
- Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
- this._positions[idx] = this._particle.position.x + this._cam_axisX.x * this._rotated.x * this._particle.scale.x + this._cam_axisY.x * this._rotated.y * this._particle.scale.y + this._cam_axisZ.x * this._rotated.z * this._particle.scale.z;
- this._positions[idx + 1] = this._particle.position.y + this._cam_axisX.y * this._rotated.x * this._particle.scale.x + this._cam_axisY.y * this._rotated.y * this._particle.scale.y + this._cam_axisZ.y * this._rotated.z * this._particle.scale.z;
- this._positions[idx + 2] = this._particle.position.z + this._cam_axisX.z * this._rotated.x * this._particle.scale.x + this._cam_axisY.z * this._rotated.y * this._particle.scale.y + this._cam_axisZ.z * this._rotated.z * this._particle.scale.z;
- if (this._setParticleColor) {
- this._colors[colidx] = this._particle.color.r;
- this._colors[colidx + 1] = this._particle.color.g;
- this._colors[colidx + 2] = this._particle.color.b;
- this._colors[colidx + 3] = this._particle.color.a;
- }
- if (this._setParticleTexture) {
- this._uvs[uvidx] = this._particle._shapeUV[pt * 2] * (this._particle.uvs.z - this._particle.uvs.x) + this._particle.uvs.x;
- this._uvs[uvidx + 1] = this._particle._shapeUV[pt * 2 + 1] * (this._particle.uvs.w - this._particle.uvs.y) + this._particle.uvs.y;
- }
- }
- index = idx + 3;
- colorIndex = colidx + 4;
- uvIndex = uvidx + 2;
- }
- if (update) {
- if (this._setParticleColor) {
- this.mesh.updateVerticesData(VertexBuffer.ColorKind, this._colors, false, false);
- }
- if (this._setParticleTexture) {
- this.mesh.updateVerticesData(VertexBuffer.UVKind, this._uvs, false, false);
- }
- this.mesh.updateVerticesData(VertexBuffer.PositionKind, this._positions, false, false);
- if (!this.mesh.areNormalsFrozen) {
- VertexData.ComputeNormals(this._positions, this._indices, this._normals);
- this.mesh.updateVerticesData(VertexBuffer.NormalKind, this._normals, false, false);
- }
- }
- this.afterUpdateParticles(start, end, update);
- }
- private _quaternionRotationYPR(): void {
- this._halfroll = this._roll * 0.5;
- this._halfpitch = this._pitch * 0.5;
- this._halfyaw = this._yaw * 0.5;
- this._sinRoll = Math.sin(this._halfroll);
- this._cosRoll = Math.cos(this._halfroll);
- this._sinPitch = Math.sin(this._halfpitch);
- this._cosPitch = Math.cos(this._halfpitch);
- this._sinYaw = Math.sin(this._halfyaw);
- this._cosYaw = Math.cos(this._halfyaw);
- this._quaternion.x = (this._cosYaw * this._sinPitch * this._cosRoll) + (this._sinYaw * this._cosPitch * this._sinRoll);
- this._quaternion.y = (this._sinYaw * this._cosPitch * this._cosRoll) - (this._cosYaw * this._sinPitch * this._sinRoll);
- this._quaternion.z = (this._cosYaw * this._cosPitch * this._sinRoll) - (this._sinYaw * this._sinPitch * this._cosRoll);
- this._quaternion.w = (this._cosYaw * this._cosPitch * this._cosRoll) + (this._sinYaw * this._sinPitch * this._sinRoll);
- }
- private _quaternionToRotationMatrix(): void {
- this._rotMatrix.m[0] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.z * this._quaternion.z));
- this._rotMatrix.m[1] = 2.0 * (this._quaternion.x * this._quaternion.y + this._quaternion.z * this._quaternion.w);
- this._rotMatrix.m[2] = 2.0 * (this._quaternion.z * this._quaternion.x - this._quaternion.y * this._quaternion.w);
- this._rotMatrix.m[3] = 0;
- this._rotMatrix.m[4] = 2.0 * (this._quaternion.x * this._quaternion.y - this._quaternion.z * this._quaternion.w);
- this._rotMatrix.m[5] = 1.0 - (2.0 * (this._quaternion.z * this._quaternion.z + this._quaternion.x * this._quaternion.x));
- this._rotMatrix.m[6] = 2.0 * (this._quaternion.y * this._quaternion.z + this._quaternion.x * this._quaternion.w);
- this._rotMatrix.m[7] = 0;
- this._rotMatrix.m[8] = 2.0 * (this._quaternion.z * this._quaternion.x + this._quaternion.y * this._quaternion.w);
- this._rotMatrix.m[9] = 2.0 * (this._quaternion.y * this._quaternion.z - this._quaternion.x * this._quaternion.w);
- this._rotMatrix.m[10] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.x * this._quaternion.x));
- this._rotMatrix.m[11] = 0;
- this._rotMatrix.m[12] = 0;
- this._rotMatrix.m[13] = 0;
- this._rotMatrix.m[14] = 0;
- this._rotMatrix.m[15] = 1.0;
- }
- // dispose the SPS
- public dispose(): void {
- this.mesh.dispose();
- }
- // Optimizer setters
- public set setParticleRotation(val: boolean) {
- this._setParticleRotation = val;
- }
- public set setParticleColor(val: boolean) {
- this._setParticleColor = val;
- }
- public set setParticleTexture(val: boolean) {
- this._setParticleTexture = val;
- }
- public set setParticleVertex(val: boolean) {
- this._setParticleVertex = val;
- }
- // getters
- public get setParticleRotation(): boolean {
- return this._setParticleRotation;
- }
- public get setParticleColor(): boolean {
- return this._setParticleColor;
- }
- public get setParticleTexture(): boolean {
- return this._setParticleTexture;
- }
- public get setParticleVertex(): boolean {
- return this._setParticleVertex;
- }
-
- // =======================================================================
- // Particle behavior logic
- // these following methods may be overwritten by the user to fit his needs
- // init : sets all particles first values and calls updateParticle to set them in space
- // can be overwritten by the user
- public initParticles(): void {
- }
- // recycles a particle : can by overwritten by the user
- public recycleParticle(particle: SolidParticle): SolidParticle {
- return particle;
- }
- // updates a particle : can be overwritten by the user
- // will be called on each particle by setParticles() :
- // ex : just set a particle position or velocity and recycle conditions
- public updateParticle(particle: SolidParticle): SolidParticle {
- return particle;
- }
- // updates a vertex of a particle : can be overwritten by the user
- // will be called on each vertex particle by setParticles() :
- // ex : just set a vertex particle position
- public updateParticleVertex(particle: SolidParticle, vertex: Vector3, i: number): Vector3 {
- return vertex;
- }
- // will be called before any other treatment by setParticles()
- public beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void {
- }
- // will be called after all setParticles() treatments
- public afterUpdateParticles(start?: number, stop?: number, update?: boolean): void {
- }
- }
- }
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